Going Rogue
filfre.net
filfre.net
I never did beat the game, but My most memorable experience was once when I was messing around in wizard mode(a sort debug/creative mode to try things out in) and summoned a high level demon for grins and giggles, which promptly killed me. I did not think much of it at the time. but nethack, when you die, writes a bones file with what you had on what level and what killed you. it normally lets you find what killed you and a chance to get your stuff back. But now my nethack install is tainted with Juiblex, the faceless evil, on dungeon level level 2. I probable could have fixed it but it made the game hilarious, every play through containing a mad dash through level 2 and fervent usually unanswered prayers that the infernal thing would not follow you to the next level.
> Juiblex, the faceless evil, on dungeon level level 2.
LOL! Wands of polymorph can result in interesting monsters showing up in early-level bones files. Nothing like waltzing down to level 3 and getting digested by a purple worm named Spud...
There are people who can consistently ascend on nearly every run, if they pick a favorable class.
It requires extremely careful play and encyclopedic knowledge of all the little tricks to avoid danger. There are a lot of them in the game, and so long as you remember that the game is turn-based and that so long as you are careful, you can almost always just leave if things look hairy.
I played Nethack a lot during school. The only obstacles to ascending any character were my free time, patience, ability to stay focused, and occassionally the unfavorable early-game RNG.
Someone finally beat it and then, of course, conscripted me to spend the next half hour trying to remember what exactly I’d dropped.
Is it? Admittedly, I've only fooled around with NetHack occasionally, but from observing good players it was my impression that with encyclopedic knowledge of the game, ascending can be done pretty consistently, barring some _incredibly_ unlucky happenstance or attention-related carelessness.
So save-scumming was my solution. Sometimes I played in Wizard mode, but I enjoyed save-scumming immensely, and it allowed me to get quite far, especially to the Castle and drawbridge level, and even sometimes down to Gehennom.
I did reach the Astral Plane a few times, but I never actually ascended as far as I can recall, but frankly, after the Castle level, the game gets kind of boring and unfair for me. I never liked the Wizard's harrassment as you climb back up the dungeon, level by level. Also all the curses really got me down. Save-scumming can really only take you so far if you're not an expert at planning and execution too.
I quit playing Nethack entirely a few years ago. I have moral objections to worshipping false gods, even if it's "just a game". But I bow to the genius of the Developers Who Think of Everything, especially Ken Arromdee, who's played the same MUDs/MUCKs as me, and is also an occasional Wikipedia editor.
A lot of this is really just, as mentioned, time spent on planning and execution.
A couple of specific things that jumped out at me, as someone who lived through this (and got hooked for varying amounts of time on several roguelikes and roguelites):
I strongly disagree that today's world has the best of open source & proprietary. (Also, omitting any mention of Free software is a little odd.) We do have a mix, but it's neither the best nor the worst to be had. The proprietary mindset has infected the "programmers with free time" community, to the extent that one reason why you don't see ambitious user-facing projects is because the profit motive has drained away enough energy and talent that the engine of open source development just kind of sputters along until things start to risk taking off, at which point someone will come up with an idea for monetization. And monetization kills the "true" open source spirit dead.
On a related note, pointing fingers at open source games for lackluster design and poor user centric thinking is a little ironic, given that the exact same thing ails today's commercial game scene. Loot boxes and more subtle forms of the same thing have largely destroyed the freedom and original thinking that used to create interestingly novel experiences. We had a period where the indie scene carried that torch, but it has now been subverted in much the same way as the open source scene.
There are plenty of individuals or small groups out there who still have the fire, but it seems like getting any traction (whether by growing a community or gaining users/players) brings those people in too close of contact with the poisonous influence of profit or fame or whatever, and it takes a strong character and quite a bit of privilege to resist those influences. Temptation is everywhere.
I don't know whether there is a difference between today and twenty something years ago. Anyway, as long as one has not enough money to live on passive income, time is money. So one has to somehow monetize on one's one time and skill. This is not poisonous. Earning money is just a matter of life, because one needs money to live from (or someone else has to pay the bills).
I had a quite popular open source project about two decades ago. A lot of people used it (there were more than 300 people on the projects mailing list alone), and many of them also for commercial purposes. There was an option to donate to the project; but when I remember it correctly, I recieved only a single donation in all the years. However, I considered my open source work as a kind of quid pro quo for all the free software I use. But when the project ended, I had no motivation to invest any more time in another open source project, because I considered my "debt" repaid and moved on to other kinds of social engagement.
> So one has to somehow monetize on one's one time and skill. This is not poisonous.
It is not poisonous in general. I get paid for programming, and don't have a problem with others getting paid for programming. But the "monetize all the things" mindset is indeed poisonous to the original heart of the open source community, where people are motivated by the desire to share and are making decisions that are consciously aligned with growing the strength and health of this open source community.
They can coexist, but there is tension and cannibalization between them[1]. It's more of an ecosystem. Two populations are living side by side with blurred edges between them. Some rate of defections from one to the other. An environment that encourages one and not the other can hugely alter the size and health of one of the populations, and that's what we've seen happen: many aspects of the environment have shifted to encourage the profit-driven crowd, to the point where the share and share alike crowd are looking anemic. It's not about one being good and the other bad, it's more like an invasive species lowering biodiversity and making all of us worse off.
Think of it as value creation vs value capture, if that works better for you. My claim is that the community has swung too far in the value capture direction. Most work these days that looks like the older model is actually being funded by massive value-capturing organizations; they're just capturing the value from somewhere else. I applaud such contributions, but don't pretend that they're passion projects of civic-minded individuals anymore.
I'm not going to look down on someone who works for money. It's not a bad thing to do, and there are good reasons why they might even want to do things differently but cannot. It's just that they're not part of the particular community I care about, and I am interested in the health of that community.
[1] Ok, monetization generally cannibalizes open source and not the other way around.
It is a completely different story when it comes to non-gaming software though.
Great article, but it did give me the "an elephant is like a rope"
feeling—it seems like it's one person's idiosyncratic perspective,
some of which I agree with and some I disagree with, and there
isn't really much justification for changing my mind about the
parts where we differ.
But this is exactly Jimmy's writing style and the entire (extremely long) series is like that - it's not meant to be a wikipedia page.The whole intro section is weirdly selective about what to include and weave into a single narrative. I lived through that time. There were a lot of other things going on that paint a different picture. Not that the description is definitively wrong or anything, it's just that it is very like the fable of the blind men and the elephant. It's not wrong to say an elephant is like a rope, but it is incomplete to the point of being deceptive.
The odd rant about open source makes quite a tenuous leap to the meat of the article, which I enjoyed much more and didn't have any particular issues with. "An elephant is like a rope, now let's talk about the fascinating physiology and ecology of the hippopotamus, a roughly elephant-shaped animal."
Ok, that's unfair, the opening and the Rogue history are more related than that. But note that the latter is explicitly called out as an "exception that proves the rule" of the former. Yet "most A are B, so now let's look at a rare example of a not-B that is an A" only supports the opening thesis insofar as you explain or at least make the point that `A & not(B)` is uncommon and illustrate it with your example. Simply giving an example of where your argument doesn't hold, well... it just undercuts the argument.
Anyway, it's not the author's responsibility to write an article in a way that works for me. And I certainly don't want something complete or wikipedia-like. It's just... odd. It talks about how open source failed to live up to its expectations. That relies on an overly literal acceptance of those expectations, because in my mind it has vastly exceeded those expectations. People were indeed overenthusiastic, but even then not many were claiming it would take over everything.
Is a developer scratching their own itch a fundamentally flawed approach that will never produce software that takes its users' actual needs into account? I would argue that they are reasonably independent from each other. Someone scratching an itch may very well be able to maintain a coherent design, or something may start with itch-scratching but then attract the involvement of designer-architects, or the reverse: itch-scratchers may join in a more "designed" project once it starts to show promise and be useful enough to trigger its own itching. On a related note, the purist "cathedral vs bazaar" interpretation is largely a myth. The bazaar pretty much always evolves some level of organization, and cathedrals are staffed with people, people who are often motivated by itch-scratching no matter what the high priests ordain.
I am sympathetic to the argument that programmers tend to produce things to be consumed by other programmers. I am also sympathetic to the argument that once a program gets to the point where it is useful to other people, it has a strong tendency to get absorbed into an organization that makes it usable by a broader audience. Is that a failure of open source or a success? It depends where you draw the finish line.
Blender, Godot, Firefox, GNOME, WordPress, GnuCash... it's not like there aren't counterexamples out there.
And the plain fact that nearly everything is now built off of an open source base, and that base is steadily moving up the stack, makes me suspect the "open source can never handle X" argument has a limited shelf life.
Two of your examples begin with GN, which, of course, is a reference to GNU (explicit in the case of GnuCash) and thus a reference to the Free Software movement. Which the author of the piece rather noticeably neglects to talk about at all.
* ssh nethack@alt.org
* ssh nethack@hf
* ssh play@server.gnollhack.com
* ssh slashem@slashem.me
I understand that they have to keep updating it to keep it fresh for long-time super-experienced players, but it's like an entirely different game now, compared to the one I first played years and years ago.
Also, item identification still exists, even if everything else you mentioned has been changed in some way. :P
but yeah, it's nice to be able to go back and play older versions, but at this point I don't even know which version I would like to play. I'm fine with playing trunk here and there, it's just interesting to see a long-term project like this gradually shift focus over time.
I just liked playing as a kobold berserker, a cannibalistic little bastard tooling around a dungeon, getting into trouble, killing stuff and chopping it into chunks to eat, and occasionally being rewarded by my blood god.
I cannot edit my post, so I hope people see your post
Author didn't go into the fact that some of these games arrived with PCs; AFAIK there was never a Unix version of Larn.
EDIT: https://en.wikipedia.org/wiki/Larn_(video_game)
(I think I recall playing larn because it was one of the roguelikes available on unix)
Well, I guess there's something funny with the license; it's not packaged for Debian, and I can't remember a time when it was.
https://github.com/primeau/Larn/blob/master/LICENSE
That seems to be a normal MIT licence (without advertising clause). Debian packages loads of software under that licence.
[Edit] That appears to be JS Larn, which is apparently derived from Larn and uLarn, but with an MIT licence replacing the original author's. You can't do that.
I wonder what game he's talking about. Have to circle back sometime or subscribe to their RSS feed.
It’s got quite clear rogue influences.
Ouch
For rigid ideology seldom makes a good fit with the real world; pragmatically mixed national economies, for example, succeed vastly better than dogmatically capitalist or communist ones.
Agree with this too, you need diversity in ideas / ideology
I enjoy a lot remixing open source software into our bank's backend. However, nobody ever cared about what I did in the bank to a point I could send it back to an open source community. I think open source cannot solve problems alone, as the article says: it just solves technical problems but never the ones I need to solve for money. Interestingly some of my least productive colleagues, those who never seem to solve any problem, are very very avid open source contributor. It's like they can write an entire unusable framework for calling databases in 6 whole months, but we still have clients who cannot cross a swap in Korea. They don't seem to know what a swap is, why we want to cross them or where Korea is located. Why ?
There was another rogue clone that I remember grabbing from Usenet back in the day, by Tim Stoehr. It was intended to be as direct a clone as possible (nethack was already a thing by thing by then). I implemented hand grenades in my long-lost copy.
https://www.roguebasin.com/index.php?title=Rogue_Clone
Unfortunately, link rot has set in. Only the Sourceforge link still works:
https://rogueclone.sourceforge.net/
It seems to be a DOS/Windows port.
(a ca. 1984 AI that would play rogue(6) for you)
Also, filfre.net is a treasure.
I always played the Tourist and managed to get all the way to Level 3 after I learned how to use the +3 Nikon effectively. Everyone knew who the ghost belonged to as well.
esr was talking about server OSes, and he proved to be right in the end. Today Windows server ecosystem survived only in deeply entrenched corporate niches or as a legacy payload. No one in their right mind will not start a new project on MS SQL or IIS. Even .Net server development moved to Linux eventually.
I used to spend endless hours playing Rogue on a VAX/Unix computer. Then I'm sure I spent a lot playing NetHack. I totally didn't realize there's still new versions coming out, this was maybe 30+ years ago ;)
The leaderboard in Rogue was cool (I'm pretty sure there was one) and a bunch of us battled over it.
I didn't expect to also end up reading about the Digital Antiquarian's take on Mao's Cultural Revolution, but I simply had to follow his link in the opening paragraphs of this article.
So much of the early Filfre content was Zork focused, and Zork's Coconut of Quendor is such a direct nod to the Amulet of Yendor, that I would have expected this entry very early on in the Digital Antiquarian.
I am interested to see what narrative threads lead him to hold this subject for such a late exposition.